diff options
Diffstat (limited to 'rules.js')
-rw-r--r-- | rules.js | 102 |
1 files changed, 50 insertions, 52 deletions
@@ -184,7 +184,7 @@ const R16 = find_card("R16") const R17 = find_card("R17") const R18 = find_card("R18") -const GARRISON = -1 +const GARRISON = 100 const LORD_ANDREAS = find_lord("Andreas") const LORD_HEINRICH = find_lord("Heinrich") @@ -7766,8 +7766,6 @@ function assemble_melee_forces(lord) { if (game.battle.bridge && (game.battle.bridge.lord1 === lord || game.battle.bridge.lord12 === lord)) { let n = is_p1_lord(lord) ? game.battle.bridge.n1 : game.battle.bridge.n2 - console.log("FORCES1", forces, n) - log(`Bridge L${lord}`) if (is_horse_step()) { @@ -7808,8 +7806,6 @@ function assemble_melee_forces(lord) { if (forces.men_at_arms + forces.militia + forces.serfs === 0) logi(`None`) } - console.log("FORCES2", forces, n) - if (is_p1_lord(lord)) game.battle.bridge.n1 = n else @@ -7982,8 +7978,12 @@ function find_strike_target(S) { } } +function has_garrison() { + return game.battle.storm && game.battle.garrison +} + function has_strike_target(S) { - if (is_attacker_step() && game.battle.storm && game.battle.garrison) + if (is_attacker_step() && has_garrison()) return true if (S === A1 || S === A2 || S === A3) return filled(D1) || filled(D2) || filled(D3) @@ -7996,6 +7996,9 @@ function has_strike_target(S) { } function has_no_strike_targets() { + if (is_defender_step() && has_garrison()) + if (has_strike_target(D2)) + return false for (let striker of game.battle.strikers) if (has_strike_target(striker)) return false @@ -8003,6 +8006,14 @@ function has_no_strike_targets() { } function has_no_strikers_and_strike_targets() { + if (is_defender_step() && has_garrison()) { + if (is_archery_step() && game.battle.garrison.men_at_arms > 0) + if (has_strike_target(D2)) + return false + if (is_melee_step() && game.battle.garrison.men_at_arms + game.battle.garrison.knights > 0) + if (has_strike_target(D2)) + return false + } for (let pos of current_strike_positions()) if (has_strike(pos) && has_strike_target(pos)) return false @@ -8059,8 +8070,8 @@ function flanks_all_positions(S, TT) { return true } -function strike_left_or_right(gate, S2, T1, T2, T3) { - if (gate(S2)) { +function strike_left_or_right(S2, T1, T2, T3) { + if (has_strike(S2)) { if (filled(T2)) return T2 let has_t1 = filled(T1) @@ -8072,7 +8083,7 @@ function strike_left_or_right(gate, S2, T1, T2, T3) { if (has_t3) return T3 } - return T2 // No target - safe default + return 1000 // No target! } function strike_defender_row() { @@ -8239,42 +8250,28 @@ function goto_strike() { // Strike left or right or defender if (is_attacker_step()) - game.battle.fc = strike_left_or_right(has_strike, A2, D1, D2, D3) + game.battle.fc = strike_left_or_right(A2, D1, D2, D3) else - game.battle.fc = strike_left_or_right(has_strike, D2, A1, A2, A3) + game.battle.fc = strike_left_or_right(D2, A1, A2, A3) if (is_sa_without_rg()) { // NOTE: striking rearguard is handled in strike_group and assign_hits game.battle.rc = RG2 } else { if (is_attacker_step()) - game.battle.rc = strike_left_or_right(has_strike, SA2, RG1, RG2, RG3) + game.battle.rc = strike_left_or_right(SA2, RG1, RG2, RG3) else - game.battle.rc = strike_left_or_right(has_strike, RG2, SA1, SA2, SA3) + game.battle.rc = strike_left_or_right(RG2, SA1, SA2, SA3) } - if (game.battle.storm) { - if (is_attacker_step()) - game.battle.strikers = [ A2 ] - else - game.battle.strikers = [ D2 ] - if (has_no_strikers_and_strike_targets()) { - log("None.") - goto_next_strike() - } else { - goto_strike_total_hits() - } - } else { - if (has_no_strikers_and_strike_targets()) - log("None.") - resume_strike() - } + if (has_no_strikers_and_strike_targets()) + log("None.") + + resume_strike() } function resume_strike() { - if (game.battle.storm) - goto_next_strike() // NOTE: only one strike group in a storm - else if (has_no_strikers_and_strike_targets()) + if (has_no_strikers_and_strike_targets()) goto_next_strike() else if (game.battle.fc < 0 || game.battle.rc < 0) game.state = "strike_left_right" @@ -8371,7 +8368,10 @@ function goto_strike_group() { } function select_strike_group(pos) { - if ((pos === SA1 || pos === SA2 || pos === SA3) && is_sa_without_rg()) { + if (pos < 0) { + // Garrison striking alone! + game.battle.strikers = [] + } else if ((pos === SA1 || pos === SA2 || pos === SA3) && is_sa_without_rg()) { game.battle.strikers = [ SA1, SA2, SA3 ] game.battle.rc = strike_defender_row() } else { @@ -8404,7 +8404,7 @@ function goto_strike_total_hits() { let slist = [] // STORM: Garrison strikes - if (is_defender_step() && game.battle.storm && game.battle.garrison) { + if (is_defender_step() && has_garrison()) { let garr_hits = count_garrison_hits() let garr_xhits = count_garrison_xhits() if (garr_hits + garr_xhits > 0) @@ -8427,8 +8427,6 @@ function goto_strike_total_hits() { slist.push(lord_name[game.battle.array[pos]]) hits += game.battle.ah[pos] xhits += game.battle.ahx[pos] - game.battle.ah[pos] = 0 - game.battle.ahx[pos] = 0 } } @@ -8620,6 +8618,10 @@ function goto_assign_left_right() { } function end_assign_hits() { + for (let pos of game.battle.strikers) { + game.battle.ah[pos] = 0 + game.battle.ahx[pos] = 0 + } game.who = NOBODY game.battle.strikers = 0 game.battle.hits = 0 @@ -8632,6 +8634,12 @@ function end_assign_hits() { } function for_each_target(fn) { + if (is_defender_step() && has_garrison()) { + if (filled(A2)) + fn(game.battle.array[A2]) + return + } + let start = game.battle.strikers[0] // SA without RG striking D, target is always flanked @@ -8770,18 +8778,6 @@ states.assign_hits = { }, } -function is_striking(pos) { - // Future strikes - if (has_strike(pos)) - return true - // Remaining hits in current group - if (set_has(game.battle.strikers, pos) && game.battle.hits + game.battle.xhits > 0) { - let lord = game.battle.array[pos] - return count_lord_hits(lord) + count_lord_xhits(lord) > 0 - } - return false -} - function rout_lord(lord) { log(`L${lord} Routed.`) @@ -8792,22 +8788,24 @@ function rout_lord(lord) { // Strike left or right or defender +console.log("ROUT LORD", pos) + if (pos >= A1 && pos <= A3) { - game.battle.fc = strike_left_or_right(is_striking, D2, A1, A2, A3) + game.battle.fc = strike_left_or_right(D2, A1, A2, A3) } else if (pos >= D1 && pos <= D3) { - game.battle.fc = strike_left_or_right(is_striking, A2, D1, D2, D3) + game.battle.fc = strike_left_or_right(A2, D1, D2, D3) if (is_sa_without_rg()) game.battle.rc = strike_defender_row() } else if (pos >= SA1 && pos <= SA3) { - game.battle.rc = strike_left_or_right(is_striking, RG2, SA1, SA2, SA3) + game.battle.rc = strike_left_or_right(RG2, SA1, SA2, SA3) } else if (pos >= RG1 && pos <= RG3) { - game.battle.rc = strike_left_or_right(is_striking, SA2, RG1, RG2, RG3) + game.battle.rc = strike_left_or_right(SA2, RG1, RG2, RG3) } } |